scummvm/engines/titanic/game_state.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "titanic/game_state.h"
#include "titanic/titanic.h"
#include "titanic/game_manager.h"
#include "titanic/support/screen_manager.h"
namespace Titanic {
bool CGameStateMovieList::clear() {
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// TODO
return false;
}
/*------------------------------------------------------------------------*/
CGameState::CGameState(CGameManager *gameManager) :
_gameManager(gameManager), _gameLocation(this),
_passengerClass(0), _priorClass(0), _mode(GSMODE_UNSELECTED),
_field14(0), _petActive(false), _field1C(false), _quitGame(false),
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_field24(0), _nodeChangeCtr(0), _nodeEnterTicks(0), _field38(0) {
}
void CGameState::save(SimpleFile *file) const {
file->writeNumber(_petActive);
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file->writeNumber(_passengerClass);
file->writeNumber(_priorClass);
file->writeNumber(_field14);
file->writeNumber(_field24);
file->writeNumber(_field38);
_gameLocation.save(file);
file->writeNumber(_field1C);
}
void CGameState::load(SimpleFile *file) {
_petActive = file->readNumber() != 0;
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_passengerClass = file->readNumber();
_priorClass = file->readNumber();
_field14 = file->readNumber();
_field24 = file->readNumber();
_field38 = file->readNumber();
_gameLocation.load(file);
_field1C = file->readNumber();
_nodeChangeCtr = 0;
_nodeEnterTicks = 0;
}
void CGameState::setMode(GameStateMode newMode) {
CScreenManager *sm = CScreenManager::_screenManagerPtr;
if (newMode == GSMODE_2 && newMode != _mode) {
if (_gameManager)
_gameManager->lockInputHandler();
if (sm && sm->_mouseCursor)
sm->_mouseCursor->hide();
} else if (newMode != GSMODE_2 && newMode != _mode) {
if (sm && sm->_mouseCursor)
sm->_mouseCursor->show();
if (_gameManager)
_gameManager->unlockInputHandler();
}
_mode = newMode;
}
void CGameState::enterNode() {
++_nodeChangeCtr;
_nodeEnterTicks = g_vm->_events->getTicksCount();
}
void CGameState::enterView() {
CViewItem *oldView = _gameLocation.getView();
CViewItem *newView = _movieList._view;
oldView->preEnterView(newView);
_gameManager->_gameView->setView(newView);
CRoomItem *oldRoom = oldView->findNode()->findRoom();
CRoomItem *newRoom = newView->findNode()->findRoom();
_gameManager->playClip(_movieList._movieClip, oldRoom, newRoom);
_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
_gameManager->dec54();
oldView->enterView(newView);
_movieList._view = nullptr;
_movieList._movieClip = nullptr;
}
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void CGameState::triggerLink(CLinkItem *link) {
changeView(link->getDestView(), link->getClip());
}
void CGameState::changeView(CViewItem *newView, CMovieClip *clip) {
// Signal the old view that it's being left
CViewItem *oldView = _gameLocation.getView();
oldView->leaveView(newView);
// If Shift key is pressed, skip showing the transition clip
if (g_vm->_window->isSpecialPressed(MK_SHIFT))
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clip = nullptr;
if (_mode == GSMODE_2) {
_movieList._view = newView;
_movieList._movieClip = clip;
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} else {
oldView->preEnterView(newView);
_gameManager->_gameView->setView(newView);
CRoomItem *oldRoom = newView->findNode()->findRoom();
CRoomItem *newRoom = newView->findNode()->findRoom();
// If a transition clip is defined, play it
if (clip)
_gameManager->playClip(clip, oldRoom, newRoom);
// Final view change handling
_gameManager->_sound.preEnterView(newView, newRoom != oldRoom);
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oldView->enterView(newView);
}
}
void CGameState::checkForViewChange() {
if (_mode == GSMODE_2 && _movieList.clear()) {
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setMode(GSMODE_SELECTED);
if (_movieList._view)
enterView();
}
}
void CGameState::addMovie(CMovie *movie) {
_movieList.push_back(new CMovieListItem(movie));
setMode(GSMODE_2);
}
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} // End of namespace Titanic